Seamus76 wrote:Currently I have the 8 Cities as starting positions with each player receiving one, and the others being neutral. So in 1v1 games players will start with 1 each, and the other 6 will be neutral, and in 8 player games each player will have 1. Koontz and I worked this out a while back, and I think it works really well for making the cities a playable option in all game types. Does that work for you?

Ian then said:"maximum of one position per player, with n2 underlying neutrals."

Basically each player starts with 1 city, any that are neutral are 2n. So the max on cities is 1, and the rest of the starting numbers are based on the game size.

V.J. wrote:Ok, after consulting with Gilligan we are going with a change in number of starting positions to make this work.

Here is the newest xml

As v.j. said we have updated the starting numbers to make everything work. The OP has been updated with the numbers, and the new XML has been attached. The biggest updates are for 1v1 games, going from 10 terts each to 14, and that Kauiji will now be coded neutral to get the numbers right. That is the perfect tert to code, nice work v.j.

Maybe we can get this out soon with Tribal War - Ancient Israel, that would be cool, a two-fer.

CURRENT UPDATE INFO - 2013-06-09:- Updated only the 888's & Starting Position versions for both maps.- Changed Kuaiji to a coded neutral tert to make all of our starting numbers work.- Updated all of the starting numbers listed above to now work correctly. Mainly changed 1v1 games from 10 starting terts per player to 14.

Seamus, the xml is wrong. I will let gilligan know as well but here are the two big problems for you to fix.

The positions are all wrong. The xml should not be put into play.

You only have one position, not eight. Each of the following need to go into position tags like this.- <position><territory>Han Zhong</territory> - </position>Yuesui, Hepu, Guiyang, Lin Hai, He Fei, Bei Ping Port, Liang.

The way you have it now, one layer will start with all cities and grab a nice starting bonus.

Second problem I see is the city bonus. You only have it for having 2 cities. What if I have 4 or 6 cities? Should my bonus go up or will it always be set at 2? This is an easy fix. Copy the continent as it is. Change the name to 3 city bonus. Change the bonus to 2 and the requirement to 3. You need to add an override into this new continent to override the previous continent. Carry on doing this till you have all 8 cities in the requirements.

koontz1973 wrote:Seamus, the xml is wrong. I will let gilligan know as well but here are the two big problems for you to fix.

The positions are all wrong. The xml should not be put into play.

You only have one position, not eight. Each of the following need to go into position tags like this.- <position><territory>Han Zhong</territory> - </position>Yuesui, Hepu, Guiyang, Lin Hai, He Fei, Bei Ping Port, Liang.

The way you have it now, one layer will start with all cities and grab a nice starting bonus.

Second problem I see is the city bonus. You only have it for having 2 cities. What if I have 4 or 6 cities? Should my bonus go up or will it always be set at 2? This is an easy fix. Copy the continent as it is. Change the name to 3 city bonus. Change the bonus to 2 and the requirement to 3. You need to add an override into this new continent to override the previous continent. Carry on doing this till you have all 8 cities in the requirements.

Above needs to be sorted guys ASAP.

I forgot to re-check the city bonus.

As far as the position bonus...oops. That's what I get for checking an XML the day I get back from vacation.

Dukasaur wrote:Is it too late to suggest that Chang Sha should have a city, also?

Actually that's not a bad idea. It wouldn't be an "also", but I would basically move the City from Guiyang to Changsha. It puts the City in Changsha 2 terts away from the City in Hepu, rather than 1.

I'm not sure there was a particular reason for placing the City there in the first place, other than random, but does anyone have a thought on this? Seeing as how this map seems to be on the slow boat to China. Pun intended.

Seamus76 wrote:I would basically move the City from Guiyang to Changsha. It puts the City in Changsha 2 terts away from the City in Hepu, rather than 1.

there's nothing wrong with moving the city.

Seamus76 wrote:- Changed Kuaiji to a coded neutral tert to make all of our starting numbers work.- Updated all of the starting numbers listed above to now work correctly. Mainly changed 1v1 games from 10 starting terts per player to 14.

can you explain the purpose of the kuaiji coded neutral? if kuaiji starts in the random pot, then there are 28 random regions, 8 underlying neutral cities that are start positions with a maximum of 1 per player, 3 neutral capitals and 3 non-capital neutral starts. each player in 1v1 therefore starts with 9 random regions and 1 city. if kuaiji is coded neutral, then each player in 1v1 also starts with 9 random regions and 1 city, so the kuaiji neutral does not change the number of starting regions in 1v1.

Seamus76 wrote:I would basically move the City from Guiyang to Changsha. It puts the City in Changsha 2 terts away from the City in Hepu, rather than 1.

there's nothing wrong with moving the city.

Seamus76 wrote:- Changed Kuaiji to a coded neutral tert to make all of our starting numbers work.- Updated all of the starting numbers listed above to now work correctly. Mainly changed 1v1 games from 10 starting terts per player to 14.

can you explain the purpose of the kuaiji coded neutral? if kuaiji starts in the random pot, then there are 28 random regions, 8 underlying neutral cities that are start positions with a maximum of 1 per player, 3 neutral capitals and 3 non-capital neutral starts. each player in 1v1 therefore starts with 9 random regions and 1 city. if kuaiji is coded neutral, then each player in 1v1 also starts with 9 random regions and 1 city, so the kuaiji neutral does not change the number of starting regions in 1v1.

ian.

Seamus76 wrote:

V.J. wrote:Ok, after consulting with Gilligan we are going with a change in number of starting positions to make this work.

Here is the newest xml

As v.j. said we have updated the starting numbers to make everything work. The OP has been updated with the numbers, and the new XML has been attached. The biggest updates are for 1v1 games, going from 10 terts each to 14, and that Kauiji will now be coded neutral to get the numbers right. That is the perfect tert to code, nice work v.j.

Maybe we can get this out soon with Tribal War - Ancient Israel, that would be cool, a two-fer.

I wasn't involved in the conversation between vj and Gilligan, and vj is out of the country,but maybe Gilligan can help. It was my understanding that the original starting numbers I wanted for 1v1 games (10 per player) could not be done. I think it was because we were already limiting the cities to 1 per player and that we couldn't then limit the other terts, but again I'm not sure. Personally I would rather 10 terts per 1v1 game. Then to keep the limit at 14 vj said we needed to make another tert a starting neutral, and Kuaiji was the one.